It didn't solve it. But i found a real error futher down:
Exception thrown during SubScene import: System.ArgumentException: Blittable component type 'WorldProperties' contains a (potentially nested) pointer field. Serializing bare pointers will likely lead to runtime errors. Remove this field and consider serializing the data it points to another way such as by using a BlobAssetReference or a [Serializable] ISharedComponent. If for whatever reason the pointer field should in fact be serialized, add the [ChunkSerializable] attribute to your type to bypass this error.
My WorldProperties looks like this:
public struct WorldProperties : IComponentData
{
public float2 Dimension;
public float Speed;
public float Strength;
public float Scale;
public float Influence;
public NativeArray<float> Rules;
}
The only thing i can find that "might not be" blittable is the NativeArray. My NativeArray is always 32*32 floats and it's being baked an not re-dimensioned later, so i wonder "why you so mad, it's only a game"?